RimWorld

RimWorld

How to get rid of traits mid-game.
I, occasionally, cheat. I never do the big bad crazy stuff, but just once in a while, I cheat, a bit. But I always make up for it. For example, building a tiny prison block when I hadn't already, but a raid was coming. Later, I calculated the wood and deleted it. But still cheating, since otherwise it would have been harder to take prisoners. So, I found a great colonist, who is an amazing fighter, charging into combat with his thrumbofur parka and plasteel longsword. Buuuuuuut he has the trait wimp, so he gets downed from pain easily. I used Prepare Carefully to find the cost of that trait, and the cost of wood, so I will get rid of an equal amount of wood. This is just cheating, since wood isn't the same value as an amazing fighter. But I really need to find how to get rid of the trait. Please dont say anything about how I shouldnt cheat and that i need to enjoy the game without cheating, thats not why I made this.
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Showing 1-15 of 32 comments
stevasaur Dec 26, 2018 @ 4:23pm 
I don't believe that there's an in-game way to remove traits (even dev mode only adds, IIRC), but you could open up your save file (in Notepad++ or something similar, NOT NOTEPAD, because vanilla notepad doesn't save certain kinds of formatting), locate the colonist in question (maybe give him a nickname like "zzzzzq" in order to find him/her more easily) and remove the relevant trait from there. IIRC, there's only one place in the save file where traits are stored, so you shouldn't cause any errors (but make sure you back up your save regardless!)
Well, I really dont know anything about programming at all, and I would just wander around until I accidentally messed something up. One thing I just though of would be to write down his stats, then spawn a bunch of colonists until I get one that has the same traits minus wimp and samein incapabilities.
Done. And renamed!
Battleseed Dec 26, 2018 @ 4:38pm 
Next time you have a question, just ask it. No need for a paragraph of drival about cheating.

"How can I change a pawns traits after starting my base?" would have sufficed. Did you try searching for a mod?
Looked through past discussions and mods, but I already finished the transformation of one colonist into another.
Doc Cams Dec 26, 2018 @ 5:50pm 
no mods required for removal, just edit the xml by removing all the traits that you dont want.
to make it easier, employ mods
Doc Cams Dec 26, 2018 @ 5:51pm 
Or use EDB prepare carefully, make a colonist with the desired traits, save it so you can use it whenever you start a new save.
pauloandrade224 Dec 27, 2018 @ 4:03am 
Cheating in single player games is fine.
IronWolfNL Dec 27, 2018 @ 8:54am 
You know what is annoying, and the only reason I sometimes cheat? Heat waves, when playing as a tribe, within the first two days. You are just setting up your base, and suddenly, everyone is downed...
Prester Jul 31, 2019 @ 5:56am 
i sometimes cant help myself but when one of my best colonists and designated and fully geared fighters are downed in caravan action and im about to lose him, some miraculous thunder comes from the sky and strikes down my foes until they run away ... seems like my colony is blessed by god
Sugar Show Jul 31, 2019 @ 9:12am 
"WIMP" trait is the devil, I got this pawn that was 19 days incapacited in the second day on the jungle due mechanites
https://steamcommunity.com/sharedfiles/filedetails/?id=1817260583
Last edited by Sugar Show; Jul 31, 2019 @ 9:12am
RyansPlace Jul 31, 2019 @ 10:44am 
Use this mod. You can add/remove any trait, health condition, etc.

https://steamcommunity.com/sharedfiles/filedetails/?id=1739749298
Last edited by RyansPlace; Jul 31, 2019 @ 10:45am
Darth_Vaepor Aug 8, 2019 @ 2:38am 
I had a pawn with the trait that makes them get sick LESS often, on day 9 he got the freaking plague. so of course I used half my starting meds to heal him, he got immunity, and before the "immunity" even went away... HE GOT THE PLAGUE AGAIN. I cheat to bro. I'm actually on here because I have a pyromaniac that wont stop setting fire to ♥♥♥♥ even though her mood is always above 90%.


Edit: ♥♥♥♥ it, I made her a firemage since I couldn't get rid of the trait. Seems fitting
Last edited by Darth_Vaepor; Aug 8, 2019 @ 2:40am
flu007 Aug 8, 2019 @ 3:03am 
Originally posted by Darth_Vaepor:
I'm actually on here because I have a pyromaniac that wont stop setting fire to ♥♥♥♥ even though her mood is always above 90%.

I don't think mood matters much (maybe not at all, or maybe just a small amount?) for those arbitrary mental break traits like Pyro, Gourmand, Chemical interest, etc.

I don't mind them much, but I do have the "snap out!" mod which makes other colonists attempt to calm them down. They fail to do so probably more than half the time, but even that brings the negatives down to an acceptable level for me.
Minty Fresh Aug 8, 2019 @ 4:58am 
Cheaters! You should all be ashamed!

It all just starts with "one little stat". Next it's the whole game file. Before you know it you're hacking into your neighbours computers to mine bitcoins. Suddenly it's the Kremlins mainframes that control all the nukes.

Cheating at Rimworld = nuclear war.

Just don't do it.
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Date Posted: Dec 26, 2018 @ 4:13pm
Posts: 32